Palworld

Palworld

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Pal size; Please scale down upon capture for sake of base management.
Title, Pals are just too large in many instances for standard bases. While its fine they're large and intimidating within the world, upon capture it would help immensely if they could be scaled down to more manageable sizes except for when they are active deployed from your pal sphere so they retain their intimidating stature during combat.

But when active deployed from the pal box, you could shrink them and probably their hitboxing down to a percentage of their size, and cap that size to a certain point so that you don't make certain pals that are already small, much smaller.

[Edit]

This is not the idea to reduce all pal sizes globally. I love how huge they are in the overworld and I see very little problems in the overworld with wild pals becoming stuck.

This idea is to reduce the size of pals WHEN IN YOUR PAL BOX SLOTS ONLY. They would return to their original size if you put them in your inventory and release them to fight in the world.

This can be easily implemented without needing much time or resources from the devs and should fix a huge issue with pal pathing, entity cramming, and problems between large entity hit boxes, and 3d world collision detection.

The palbox already probably has its own internal code that sets a boundary for them and allows them to do work tasks, you can insert this abstracted code idea upon pal box deployment for a base.

1) You set a code parameter to adjust the pal sizes upon deployment.
2) Establish a minimum size limit.
3) you have the code check for a minimum size, if adjustment would make the pal fall under the minimum size, else if to "Do not adjust" size.

4) you set the code to return original size if recalled to the palbox to prevent repeatedly downscaling of pals.
Last edited by DemonchanSama (Lilyia); Feb 10, 2024 @ 5:41pm
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Showing 1-15 of 50 comments
Example: ((abstracted numbers for sake of argument))

Relaxaurus having a size value of 20.

Reduce size of pals by 50%

You capture it, it shrinks by half of its size to 10 when you deploy it into your base, using the pal box; Size value goes to 10.

This would help immensely with pal pathing and reduce the number of instances of them getting stuck inside walls as well as manually throwing them towards a task as larger pals tend to get stuck inside ceilings and terrain when you throw them. Also its silly to 1-hand lift a huge pal that should weigh more than a 1-ton truck but when you throw it, it gets stuck in the terrain behind you.

This also would help you actually see where you are going when you have massive pal's lifted as some are so big it essentially blinds you.

When you toss it from its' pal sphere, it has its normal size of 20 regardless of where it is.

((Although it could be argued a small reduction in size could be beneficial in the world as well.))

Size minimum would be something like 5, so a pal like pengullet that would already have a size of 5, cannot go lower than 5 and will retain its size.

Special exceptions for certain pals may be needed.
Last edited by DemonchanSama (Lilyia); Feb 10, 2024 @ 9:01am
Kira Von Black Feb 10, 2024 @ 8:59am 
agreed. some pals are too big for bases.
Dradiin Feb 10, 2024 @ 9:00am 
Originally posted by Kira Von Black:
agreed. some pals are too big for bases.

Jormuntide is a giant PITA in base.
VolOpt Feb 10, 2024 @ 9:03am 
Honestly I just prefer the smaller versions of Pals in pretty much every instance. Big Pals are cool and all but....

I have a theory that part of the reason the AI seems to occasionally "break" and stop attacking is because it is having trouble positioning itself in an area where it can execute the animation for the attack and larger Pals just have a harder time aligning themselves especially in confined areas.
done87 Feb 10, 2024 @ 9:03am 
adjust your base for them to path through
Inner Sight Feb 10, 2024 @ 9:04am 
Ever played a videogame where you fight a monster - like a dragon or something - and then after you beat it it decides it'll join your team? but then when they join they're a human or something?
Same energy.
Last edited by Inner Sight; Feb 10, 2024 @ 9:05am
GroovyHobo Feb 10, 2024 @ 9:07am 
No, It's fun to have chungus pals running all over. I'm sure there will be a mod for you soon though.
Originally posted by done87:
adjust your base for them to path through

That would be a great idea if the game used voxel based building structures and the world possessed destructible terrain/structures that you could demolish and rebuild to make a base much more uniform.

However it does not, it uses a clunky building system that makes it difficult to establish a uniform base structure due to the snap building grid alignment, terrain that blocks building even when it looks like you should be able to build there, and very poor structural integrity with no good way to currently add SI to certain parts of the base, this makes it so that your idea cannot really be properly implemented and you have to build around limitations, restricting you from creating perfect pathing environments.
Last edited by DemonchanSama (Lilyia); Feb 10, 2024 @ 9:12am
Originally posted by GroovyHobo:
No, It's fun to have chungus pals running all over. I'm sure there will be a mod for you soon though.

You think its fun having large pals constantly getting stuck in walls, and ceilings? I personally don't, Its an irritating waste of time that requires too much frequent player intervention.
Zeoplez Feb 10, 2024 @ 9:16am 
Pretty sure the devs want you to build with larger pals sizes in mind, I remember watching a video before release where they mentioned this.
I personally just make my rooms 3 walls tall and never have a problem.
Last edited by Zeoplez; Feb 10, 2024 @ 9:17am
Originally posted by Zeoplez:
Pretty sure the devs want you to build with larger pals sizes in mind, I remember watching a video before release where they mentioned this.


That would be okay if you could properly build larger bases that just isn't a square box.

The introduction of pals shows them being a bit smaller in size as well when you first start a game, assuming you have not watched any trailers or previous images of gameplay or read posts/reviews from other players, players are just not going to know to build huge bases to accommodate gigantic pals; this is going to be frustrating to those players as they will have to completely destroy and redesign bases because one they want to employ there is just too large. That is such a punishment for something that is not even stated.

As I said in my above reply, there is a problem with being able to build bases effectively due to limitations of the building system.

TL:DR its not a good building system for the needs of the player to build bases that are not pathing nightmares.
Last edited by DemonchanSama (Lilyia); Feb 10, 2024 @ 9:23am
KalGimpa Feb 10, 2024 @ 9:28am 
if they do anything like this, i hope it is optional

i kinda like having to build around these big pals
GroovyHobo Feb 10, 2024 @ 9:29am 
Originally posted by DemonchanSama (Lilyia):
Originally posted by GroovyHobo:
No, It's fun to have chungus pals running all over. I'm sure there will be a mod for you soon though.

You think its fun having large pals constantly getting stuck in walls, and ceilings? I personally don't, Its an irritating waste of time that requires too much frequent player intervention.

It's really easy to unstuck them with the palbox.
Inner Sight Feb 10, 2024 @ 9:29am 
If you have a base with larger pals you need to build 2 story high before you add a second floor. If your base is built for small creatures then treat it liek such. You dont even have to rebuild your current base. Just break out base #2 when you discover a need for a new habitation setup.
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Date Posted: Feb 10, 2024 @ 8:50am
Posts: 50